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Gamebryo 2.5 Hatches

Gamebryo 2.5 Hatches

June 11, 2008

[This article originally appeared at next-gen.biz. To see the original, click here.]
 
A new version of Emergent's Gamebryo engine offers improvements to the geometry system and stream processing engine. 
 
Emergent also said in a Wednesday press statement that the new release introduces a redesigned core with the Emergent Terrain System.

A heavily-modified version of the Gamebryo engine has been used in Bethesda's Oblivion and the upcoming Fallout 3, as well as EA Mythic's upcoming Warhammer Online: Age of Reckoning, among other titles.

Emergent believes that turning towards external game engine development can cut down development time for games.

CEO Geoff Selzer claimed, "...Nothing else allows developers to as easily and smoothly create in any genre on multiple platforms.”

Emergent said that it will be announcing multiple releases based on the new core over the next 12 months.

The firm provided a rundown of Gamebryo 2.5's features:

Redesigned Geometry System:
  • Minimized runtime data conversions, accelerated data loading
  • Flexible and compressed data representations for reduced bus bandwidth to GPU
  • No buffer-to-buffer copies, reducing peak memory usage
  • Support for multiple geometry streams that optimize data access patterns
  • Generic interface for geometry data access, using semantic names to distinguish data meaning
  • GPU instancing
  • More flexible geometry data sharing, e.g. sharing index, position and UV coordinates while using unique vertex colors per object


Upgraded Floodgate:

  • Improved automatic division of tasks to minimize DMA transfers on PLAYSTATION®3 and to maximize data pre-fetching on Xbox 360™
  • Extensible mesh modifier system for arbitrary parallel operations on geometry per frame
  • Impressive performance advantage to standard game system components running on multi-core architectures


New Emergent Terrain System:

  • WYSIWYG terrain sculpting and painting tools, object placement and lighting capabilities
  • Terrain Meta-Data
  • Dynamic LOD
  • Built-in Shader System
  • Optional integration with IDV SpeedTree
  • Cross-platform support for PC (DirectX9), Xbox 36 and PlayStation 3